int main(int /*argc*/, char ** /*argv*/) { BaseApp app; ProgramObject program; auto mainWindow = app.getMainWindow(); std::string prefix = app.getResourceDir() + "Shaders/Examples/e06_ModelLoader/"; PerspectiveCamera cam; OrbitManipulator manipulator(&cam); manipulator.setupCallbacks(app); NodeShared root; GLuint query[2]; app.addInitCallback([&]() { auto vs = compileShader(GL_VERTEX_SHADER, Loader::text(prefix + "phong.vert")); auto fs = compileShader(GL_FRAGMENT_SHADER, Loader::text(prefix + "phong.frag")); program = createProgram(vs, fs); root = Loader::scene(app.getResourceDir() + "Models/sponza/sponza.fbx"); glCreateQueries(GL_TIMESTAMP, 2, query); SDL_GL_SetSwapInterval(0); }); app.addResizeCallback([&](int w, int h) { glViewport(0, 0, w, h); cam.setAspect(float(w) / float(h)); }); app.addDrawCallback([&]() { glQueryCounter(query[0], GL_TIMESTAMP); glClearColor(0.2, 0.2, 0.2, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //bunny program.use(); program.setMatrix4fv("p", value_ptr(cam.getProjection())); program.setMatrix4fv("v", value_ptr(cam.getView())); drawNode(program, root); glQueryCounter(query[1], GL_TIMESTAMP); GLuint64 time1, time2; glGetQueryObjectui64v(query[0], GL_QUERY_RESULT, &time1); glGetQueryObjectui64v(query[1], GL_QUERY_RESULT, &time2); std::string s = "fps: " + std::to_string(1e9 / (time2 - time1)) + " (" + std::to_string(ImGui::GetIO().Framerate) + ")"; label(s, 0, 0, 300, 100); }); return app.run(); }
int main(int /*argc*/, char ** /*argv*/) { BaseApp app; ProgramObject programEnv, program; auto mainWindow = app.getMainWindow(); PerspectiveCamera cam; OrbitManipulator manipulator(&cam); manipulator.setupCallbacks(app); manipulator.setZoom(3); GLuint diffuseTexture; GLuint specularTexture; GLuint vao; GLuint vaoEmpty; GLuint vbo; int32_t sphereSizeX = 20; int32_t sphereSizeY = 20; app.addInitCallback([&]() { std::string prefix = app.getResourceDir() + "Shaders/Tutorial/"; auto vs = compileShader(GL_VERTEX_SHADER, "#version 450\n", Loader::text(prefix + "uv.vp")); auto fs = compileShader(GL_FRAGMENT_SHADER, "#version 450\n", Loader::text(prefix + "lighting.vp"), Loader::text(prefix + "uv.fp")); program = createProgram(vs, fs); std::string texPrefix = app.getResourceDir() + "Textures/Tutorial/"; diffuseTexture = Loader::texture(texPrefix + "earth.png"); specularTexture = Loader::texture(texPrefix + "earth_s.png"); glCreateBuffers(1, &vbo); const uint32_t floatsPerVertex = 6; const uint32_t vertiesPerFace = 6; float*vertices = new float[sphereSizeX*sphereSizeY*vertiesPerFace*floatsPerVertex]; for (int32_t y = 0; y<sphereSizeY; ++y) { for (int32_t x = 0; x<sphereSizeX; ++x) { for (uint32_t k = 0; k<vertiesPerFace; ++k) { const int32_t xOffset[] = { 0,1,0,0,1,1 }; const int32_t yOffset[] = { 0,0,1,1,0,1 }; float u = (float)(x + xOffset[k]) / sphereSizeX; float v = (float)(y + yOffset[k]) / sphereSizeY; float xAngle = -u*glm::two_pi<float>(); float yAngle = v*glm::pi<float>(); uint32_t faceId = y*sphereSizeX + x; uint32_t faceVertex = faceId*vertiesPerFace + k; vertices[faceVertex*floatsPerVertex + 0] = glm::cos(xAngle)*glm::sin(yAngle); vertices[faceVertex*floatsPerVertex + 1] = -glm::cos(yAngle); vertices[faceVertex*floatsPerVertex + 2] = glm::sin(xAngle)*glm::sin(yAngle); vertices[faceVertex*floatsPerVertex + 3] = 1; vertices[faceVertex*floatsPerVertex + 4] = u; vertices[faceVertex*floatsPerVertex + 5] = v; } } } glNamedBufferData(vbo, sizeof(float)*sphereSizeX*sphereSizeY*vertiesPerFace*floatsPerVertex, vertices, GL_STATIC_DRAW); delete[]vertices; glCreateVertexArrays(1, &vao); glEnableVertexArrayAttrib(vao, 0); glVertexArrayAttribFormat(vao, 0, 4, GL_FLOAT, 0, 0); glVertexArrayVertexBuffer(vao, 0, vbo, 0, sizeof(float)*floatsPerVertex); glEnableVertexArrayAttrib(vao, 1); glVertexArrayAttribFormat(vao, 1, 2, GL_FLOAT, 0, 0); glVertexArrayVertexBuffer(vao, 1, vbo, sizeof(float) * 4, sizeof(float)*floatsPerVertex); glClearColor(0, 0, 0, 1); glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); }); app.addResizeCallback([&](int w, int h) { glViewport(0, 0, w, h); cam.setAspect(float(w) / float(h)); }); app.addDrawCallback([&]() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); program.use(); glBindTextureUnit(0, diffuseTexture); glBindTextureUnit(1, specularTexture); program.setMatrix4fv("p", value_ptr(cam.getProjection())); program.setMatrix4fv("v", value_ptr(cam.getView())); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0, sphereSizeX*sphereSizeY * 6); glBindVertexArray(0); }); return app.run(); }